Sorry 'bout that. The first reply was mine. I am not a developer, yet I can create these diff listings. They are, therefore, in a build available to the public.
No one meant anything bad by anything said above so that's the end of it. Yes it is, if the diffs posted here are any indication, at least for these changes (don't know what you meant by "other"). That's what @Kawa tried to convey with that little antic back there.
Well, if that ain't some good shiz nibblets, I dunno what is, man, cause I thought it totally was and stuff.
They don't have to add up to 1.0, I just made them add up in some cases for readability. Yep, that's correct!
That's a pretty important change. I never would have guessed that before this change I had a 1/10'000 chance of getting two instruments in a chest. Of course, I'm still annoyed because only the Money, Ore, Weapon, and Shield categories matter, and even those hardly matter compared to what you can gather, craft, or buy. I've reached a point where I don't think many of the collectibles in this game are of any significant consequence.
Yay for streamlining processes and mechanics! The more changes like these are done, the better prospects of future modding get.
I must say I always enjoy reading layman's terms descriptions like this. A glimpse into the inner workings of the code for non-programmers is always wonderful.
It can be a number of reasons in progress, check the nightly support forum. Did you try the usual remedies?
The loot change sounds like a great idea. What I would like to suggest, if this has not already been done, is giving different loot tables to chests within different biomes, depths, and planet levels, as well as making more unique items such as vanity items - or, at least, these generic chests - slightly more common as a player moves into more dangerous areas, such as downwards or on higher-level planets.
Is this table just for chests, or does it affect monster drops too? I was thinking it'd be nice to see monsters able to drop multiple items, just for a bit more loot satisfaction. Especially with boss monsters. I was thinking more that it would just look cool if things like pixel drops were split up in to a group of smaller pixel drops sometimes. A bit more collection feel would be a nice extra to try out. Who doesn't want to shoot a bird down with their sniper and see an explosion of pixels?... maybe that should just be an awesome weapon modification instead. >.>
So this'll put an end to things like raw meat being stored in library bookshelves, yes? I mean, we've all heard of Sir Francis Bacon, and who can forget Steakspeare, but...
I always found that to be kinda strange to find raw meat in the various storage devices that wasn't a fridge or storage crate. Though the random meat should be left in as a "feature" for Floran-themed storage furniture. It makes more sense with them and their love of tasty meat. Everyone else... proper food storage would make more sense. I believe Humans and Apex have access to a fridge in their base/lab/towns. Now it's been a while since I've visited an Avian and Glitch village, but I believe they use a fancier wooden crate (slightly better looking than what the player can craft). I'm uncertain as to what form of food storage the Novakids and Hylotls will have though.
Hm. Come to think about it, I wonder if the Avians would even really have "fridge"-like tech. Like the Floran they kinda feel like more the "get and eat the meat when it's fresh" sort, and are probably more immune to rot-based poisoning anyway, if there's some form of carrion bird in their lineage. Given there's a real "desert" theme to their stuff, I'd wager it's possible. Still, I'd think that things they make meant to hold meat would be stonework rather than wood. Seals in the juices and easier to wash off. But I could also see them having crystals that produce cold, giving them fridge tech. Bit of a derailment there, but something to think upon. Not that this rambling on real-world implications means I'd want the game to introduce food rot. I'm good with the survival-based stuff we've got in the game already, the hot/cold, hunger, etc... but worrying about food rot would push things too far. Plus open the door to "but I kept it in this fridge" arglebargle requiring more coding... bleh.